Slight OT change

I need an opinion about this

Ammo fabricator:
	T1 will be roundstart, T2 will be 35 credits
	No starting metal
	Ammo box of selected choice ( 15 Metal & 5 Plastic )
	You can't cancel midway
	Requires Fuel for Casing ( # of bullets x 5u of chem)( 600 x 5u = 3000u)
	Special Ammo ( (T1) Sulfuric acid = 1 stack of Holo per hit, Neuro acid = Slow, Iron = AP (20u req)) ( (T2) ANFO = Explosive, Napalm = Incend, (30u) )( # of bullets x # of chem )(min: 12000u, max: 18000u)

Sure they hurt asf but they cost alot of chemical to make one ammo box

Whole pic

Data Terminal (from:( Not so minor OT changes by iloveloopers · Pull Request #8293 · cmss13-devs/cmss13 · GitHub )) :
Restricts Casing
Upgrades

Tech Disk:
You start off with 10 credits and obtain 5 every 10 minutes ( Not so minor OT changes by iloveloopers · Pull Request #8293 · cmss13-devs/cmss13 · GitHub )
Can be found in colony ( (T1) Claymore, M40 are round-start ) ( (T2) M15, C4, Rocket, Mortar might be difficult to find) ( (T3) OB is always at hivecore)

OT Bullet:
Ammo fabricator:
T1 will be roundstart, T2 will be 35 credits
No starting metal
Ammo box of selected choice ( 15 Metal & 5 Plastic )
You can’t cancel midway
Requires Fuel for Casing ( # of bullets x 5u of chem)( 600 x 5u = 3000u)
Special Ammo ( (T1) Sulfuric acid = 1 stack of Holo per hit, Neuro acid = Slow, Iron = AP (20u req)) ( (T2) ANFO = Explosive, Napalm = Incend, (30u) )( # of bullets x # of chem )(min: 12000u, max: 18000u)

Other Casing:
Nerfed heavily Early-game (round-start) to Buffed at Late-game

Changes:
Buyable Armylathe discount upgrade and speed upgrade (never 100% discount)
Buyable for each Individual Casing Upgrade (Power, Falloff, Intensity, Radius, Duration) (like rpg stat per casing)
Buyable Special Ammo
New UI for Armylathe ( Which includes a option for blast dampening and Sensor (claymore) )
Limitless Print on both Autolathe and Armylathe
Army Fridge (Smart Fridge but for OT only & Only connected to Ammo fabricator)
Also Chem dispenser ( only ingredients for certain chems )( less energy than regular one )

Optional:
(???)Armylathe and Ammo Fab is combined:
You cant print other casing when Custom Ammo box is being made

Most of the stuff is stolen from the PR

4 Likes

Marines don’t need a ridiculous buff like this… plus chemicals are basically free.

1 Like

OT doesnt need another thing to powergame to oblivion

7 Likes

Giving your plat mains like 2-3 mags of heap to kill a queen in 2 seconds isn’t healthy at all. And then there is the strat of giving every marine one incin bullet for their first bullet. Because you only need one anyhow.

Edit: And seeing how OT has been FOR YEARS, I can see it being introcuded unbalanced as hell, stick around for 1 year until someone goes “Wait, isn’t this OP?” and then removing it.

1 Like

I’m becoming increasingly convinced that OT as a role doesn’t need to exist. This post is just lmao given the fact that, as stated, flame bullets are highly effective and you only need one, and explosive bullets are just going to be xeno murder machines.

3 Likes

I need the opinion before i start touching the code.
custom ammo box requires 6k-18k units of what chem they gonna use theres more than 12 fuel tank in Almayer alone so if they plan to make HEAP they got to use almost all of the fuel in the ship.

Alright HEAP gonna be removed from the list and will be replaced to explosive mag.

I guess making ammo fab upgradable to make certain types would be cool

This would inevitability just turn into OT making HEAP mags and giving them to all the plat marines they see.

Im against removing OT but already at the moment a well timed OT nade can kill most of the hive (or marines.)

This would be that but worse.

Maybe if you make it real expensive and somehow needing unlocking. Making it akin to stims.

2 Likes

I would be a good balance if those types of bullets wear down the gun more

4 Likes

That is an interesting idea. Maybe the rounds heat up the barrel at an accelerated rate causing the gun to break down at an accelerated rate.

2 Likes

frankly i like the idea of OTs being able to make special ammo, issue is kind of feel it would need to be locked behind a restricted weapon kit. Maybe some kind of M41A MK2 custom kit, that way while powerful it would be restricted in part to a few. what’s more if you make it so this weapon kit can’t take base rounds it also make it bit of a trade off, IE to many lads using the kit means you have very little ammo go around. or if the OT cyros you are shit out of luck and are not going to be able to restock.

3 Likes

kills 2 xenos with a HEAP mag and then spends 10 seconds repairing gun (balance approved)

I would add a lot more durability loss with a chance to melt the gun. Depending on the ammo.

1 Like

Or a bad or good change would be if ASRS don’t give out ap bullets anymore. And let OT make AP bullets

3 Likes

Alright using different kind of ammo loss more durability to the gun depending on what tier they are.

T1 = +25% more
T2 = +50% more

The bullets are custom. The only different from base special bullet and custom bullet is this ^.
Example: custom AP rounds and regular AP rounds are the same but custom AP bullet damage the gun more. (depending on future complains might change custom AP to be weaker or stronger or same stats)

I actually dont know what percent damage does to the gun when firing regular ammo

Might also limit the possibility of ordering AP bullets

Edit: Looking at the code its already been implemented. The gun gets damage when using specific ammo

/datum/ammo/bullet/rifle/ap/penetrating
	name = "wall-penetrating rifle bullet"
	shrapnel_chance = 0

	damage = 35
	penetration = ARMOR_PENETRATION_TIER_10
	bullet_duraloss = BULLET_DURABILITY_LOSS_MEDIUM
	bullet_duramage = BULLET_DURABILITY_DAMAGE_LOW
/datum/ammo/bullet/rifle/incendiary
	name = "incendiary rifle bullet"
	damage_type = BURN
	shrapnel_chance = 0
	flags_ammo_behavior = AMMO_BALLISTIC

	damage = 30
	shell_speed = AMMO_SPEED_TIER_4
	accuracy = -HIT_ACCURACY_TIER_2
	damage_falloff = DAMAGE_FALLOFF_TIER_10
	bullet_duraloss = BULLET_DURABILITY_LOSS_FAIR
	bullet_duramage = BULLET_DURABILITY_DAMAGE_HIGH
1 Like

Bullet OT should only work for shotgun slugs as it makes sense to make them experimental instead of some kind of rifle bullet.

We already have inci slugs. It is harder to hit than spraying pulse rifle, you can’t spam debuff stacks on a target etc.

Maybe even add some kind of item that converts regular shotguns into “experimental shotguns” with the only difference being sprite and that they can safely shoot those OT bullets. Seems much more fair to xenos.

2 Likes

That could work.

2 Likes

Heres the idea. Most of the casing will be restricted until get they purchase via OT terminal this includes special ammo

Ammo fab above isnt finish. This should be the idea of what the ammo fab should look like
(you see the idea).

The largest possible container that you can hold is jani bucket (500u) and mininium required to make one ammo box is 12000u which it will require you to replace the bucket 24 times.
(Fuel for ammo box is 3000u)

Also casing property should be work on

now i need an idea to make OT do something rather than waiting for upgrade n shit. Should OT being like IO able to deploy to collect certain stuff (mineral) ?


Nivrak and I are gonna get to this eventually, you’re welcome to help if you have an interest in coding.

2 Likes

I am curious how the ammo is gonna go. Is it gonna be fixed-based ammo (but weaker) like AP, Hollow, Explosive or fully customizable ammo like theres gonna be AP with Wall pene if so balancing it would be hard since some OT is just gonna minmax it to make OP ammo.

Interesting. But let’s try to stick one bullet type for the moment, and then try mixing.

Making extra ammo for the marines will always be helpful, it will also help req from doing mundane mag ammo dumping into ammo boxes

Another problem is perhaps the component or chemicals to help make the bullets.

If we gonna have “a” chemical having an ARMOR piercing property, or just have the armylathe spit out AP CASINGS